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Cover of Exploring Teachers' and First-Grade Students' Perceptions of a Game Friendly School Project in a Primary School Context
Whitepaper9 pages

Exploring Teachers' and First-Grade Students' Perceptions of a Game Friendly School Project in a Primary School Context

This qualitative case study investigates how first-grade teachers and students experienced the Game Friendly School (GFS) project, a school-wide initiative at a private Turkish K-12 school that installed permanent game-friendly features across corridors, outdoor areas, and playgrounds over roughly one year.

  • The study is a qualitative case study of the Game Friendly School (GFS) project, a school-wide initiative at one private Turkish K-12 school that installed permanent game-friendly features across corridors, outdoor areas, and playgrounds over roughly one year.
  • Its purpose was to understand perceptions of a play-oriented school environment, not to measure academic or developmental effectiveness, which the research explicitly does not assess.
  • Data came from five first-grade teachers (questionnaire responses, analysed thematically into six themes) and 98 first-grade students (drawings and short narratives, analysed through content analysis).
European Conference on Games Based Learning (ECGBL)Sep 2026
Cover of Limes Master Edition: Using Behavioural Data to Refine Game Mechanics in Research
Whitepaper9 pages

Limes Master Edition: Using Behavioural Data to Refine Game Mechanics in Research

Limes Master Edition, an educational game set in Roman history, serves as the focus of a methodological argument for using process-level behavioural data in experimental game-based learning research.

  • Process-level behavioural data, such as clicks and time spent on optional content, can reveal learning mechanisms that outcome measures alone cannot capture, and the report argues such data should guide iterative game design.
  • In two prior experimental studies by Viccari and colleagues, engagement with optional Codex entries consistently predicted knowledge test performance even after controlling for prior knowledge and interest.
  • Overall Codex use varied with how visible and integrated the feature was within the interface, showing that design choices determine whether learners engage with supplementary content at all.
European Conference on Games Based Learning (ECGBL)Sep 2026
Cover of Designing with Generative AI: Ethical and Creative Redesign of Visual Assets in a Statistics Game
Whitepaper7 pages

Designing with Generative AI: Ethical and Creative Redesign of Visual Assets in a Statistics Game

This paper describes the redesign of Monster Samples, a team-based, non-digital game that teaches descriptive statistics, particularly mean and median, through reverse reasoning tasks in which learners construct samples satisfying predetermined statistical conditions.

  • The authors redesigned Monster Samples, a non-digital team game teaching mean and median via reverse reasoning, because its original licensed illustrations could not be reproduced in academic publications or open dissemination.
  • Text-to-image generative AI was used under deliberate pedagogical supervision, with prompts refined through repeated generate-verify cycles and every image manually validated before inclusion.
  • A central finding is the gap between visual plausibility and numerical precision: generating monsters with more than three clearly distinguishable eyes was especially difficult, and identical prompts could yield inconsistent results.
European Conference on Games Based Learning (ECGBL)Sep 2026
Cover of From Games to Consequences: Scaffolding Professional Accountability Through Game-Based Learning and High-Fidelity Simulation
Whitepaper8 pages

From Games to Consequences: Scaffolding Professional Accountability Through Game-Based Learning and High-Fidelity Simulation

This paper examines how game-based learning (GBL) can be scaffolded into high-fidelity simulation to build professional accountability in project management education.

  • Games work best as conceptual springboards that prepare learners for escalation into high-fidelity simulated professional environments, where formal roles, time pressure, and evidential scrutiny make consequences explicit.
  • Reflection functions as an active control mechanism that shapes governance behaviour only when stakes rise, rather than as a passive learning activity.
  • A case study of 43 student portfolios, a 43-respondent PRME-aligned survey with 27 Likert items, and an observational student documentary at the University of Limerick found uniformly positive results, with an overall survey mean of 4.37.
European Conference on Games Based Learning (ECGBL)Sep 2026
Cover of Microsoft Moves Halo to Activision, Discord Courts Fanduel & Is RPG Grind Gone? |Games for Breakfast
102 min
Extra Credits102 min

Microsoft Moves Halo to Activision, Discord Courts Fanduel & Is RPG Grind Gone? |Games for Breakfast

Microsoft is undergoing a significant structural transformation, marked by 268 layoffs across its first-party studios and the strategic reassignment of the Halo franchise to Activision-led teams.

  • Microsoft has laid off 268 employees from Halo Studios (formerly 343 Industries) and is shifting the development of future Halo titles to an Activision-based team.
  • Discord is updating its age verification processes to facilitate the integration of advertisements for FanDuel, a move linked to the platform's broader push into sponsored content.
  • The role of 'grind' in modern RPGs is being criticized as an outdated mechanic used to artificially extend game length, with hosts suggesting that developers should instead offer level-boosting options or better-integrated side content to prevent player frustration.
Extra CreditsSep 2026
Cover of How COVID Led To Big Walk, One of This Year’s Best Video Games
20 min
Jason Schreier20 min

How COVID Led To Big Walk, One of This Year’s Best Video Games

The development of the cooperative game Big Walk serves as a case study in how the social isolation of the 2020 COVID-19 pandemic catalyzed creative innovation within the Australian studio House House.

  • Big Walk, developed by the five-person Australian studio House House, has sold over 2 million copies since its August 2026 release.
  • The game's core mechanic is proximity-based voice chat, which forces players to communicate in unorthodox ways to solve puzzles and discourages the use of external voice platforms like Discord.
  • Development of Big Walk spanned six years, driven by a commitment to a consistent original vision rather than scaling the studio's headcount beyond its five core members.
Jason SchreierSep 2026
Cover of How to Succeed in Co-Development: Sam Carlisle Interview
36 min
Game Developers Conference36 min

How to Succeed in Co-Development: Sam Carlisle Interview

Co-development represents a strategic evolution in game production, shifting away from traditional, transactional outsourcing toward deeply integrated partnerships.

  • Co-development is increasingly essential for industry sustainability, allowing studios to balance resources, diversify revenue streams, and scale production without the risks of hiring full-time staff.
  • External development partners provide greater organizational resilience than traditional in-house models because they typically work on multiple titles simultaneously, protecting them from the impact of a single project cancellation.
  • When selecting a co-development partner, the strength of the personal relationship and the partner's willingness to communicate problems early are more critical to project success than technical quality alone.
Game Developers ConferenceSep 2026
Cover of TWIG #402: Xbox Bets on Kojima, Halo Gets Handed to CoD and AppLovin Hits the Road
59 min
Deconstructor of Fun59 min

TWIG #402: Xbox Bets on Kojima, Halo Gets Handed to CoD and AppLovin Hits the Road

The gaming industry is currently undergoing a period of intense structural realignment, characterized by aggressive consolidation and a strategic pivot toward transmedia expansion.

  • Microsoft is restructuring its internal studios into vertical business units—Activision, Bethesda, and King—to streamline operations and reduce corporate hierarchy.
  • The Halo franchise has been moved under the Activision umbrella as part of a strategic effort to stabilize the brand's performance.
  • Microsoft has taken control of Hideo Kojima’s espionage project, Physint, following Sony's withdrawal due to concerns over high production costs and limited commercial reach.
Deconstructor of FunSep 2026
Cover of Xbox Layoffs, Halo To Activision, Destiny's Back (And More)
24 min
Jason Schreier24 min

Xbox Layoffs, Halo To Activision, Destiny's Back (And More)

The gaming industry is currently navigating a period of significant structural shifts, characterized by ongoing corporate restructuring, long-term project planning, and strategic pivots for major franchises.

  • Microsoft is laying off approximately 300 additional employees as part of an ongoing restructuring, with the company reporting it is now 75% through its planned reset.
  • Halo development is being moved to Activision, with a small team remaining at Halo Studios to support existing games and the community, while Playground Games and Turn 10 are merging.
  • Bungie has reversed its stance on the future of the Destiny franchise, announcing that Destiny 2 will unvault previous campaigns, destinations, and raids to remain a foundational part of the studio's future.
Jason SchreierSep 2026
Cover of Is Xbox making the right decisions? Plus, how AI is (and isn’t) transforming game localization
44 min
The Game Business44 min

Is Xbox making the right decisions? Plus, how AI is (and isn’t) transforming game localization

Xbox is currently executing a major organizational reset aimed at improving profit margins and stabilizing its portfolio.

  • Xbox is undergoing a major organizational reset, cutting 206 positions and consolidating development efforts under the Activision and Bethesda umbrellas.
  • The company is shifting its strategic focus to core franchises, including the transfer of the Halo intellectual property to Activision.
  • As part of its restructuring to improve profit margins, Xbox is divesting studios such as Ninja Theory and Undead Labs.
The Game BusinessSep 2026
Cover of Oakever Games shenanigans, King and the Xbox cuts, Hipster Whale, One State, Monopoly Go, more
18 min
Mobilegamer.biz18 min

Oakever Games shenanigans, King and the Xbox cuts, Hipster Whale, One State, Monopoly Go, more

The mobile games industry is currently navigating a period of significant structural change, legal scrutiny, and strategic consolidation.

  • Oakever Games is facing multiple copyright infringement lawsuits, including a loss to Hungry Studio regarding the game Qblock, amid allegations that the company systematically clones successful titles and uses aggressive user acquisition to drown out competitors.
  • Xbox’s latest restructuring resulted in 268 job cuts across its first-party studios, though the mobile-focused King division appears largely unaffected, despite looming strike actions in its Stockholm and Malmo offices.
  • Hipster Whale, following its acquisition by Atari for $29.3 million, has gained access to Atari’s deep IP archive and plans to develop modern takes on classic titles like Pong, Breakout, and Centipede for mobile.
Mobilegamer.bizSep 2026
Cover of Puzzle Monthly #6: Disney Solitaire's Big Win, Playtika's Earn-Out Trap and Solitaire vs Puzzle
41 min
Deconstructor of Fun41 min

Puzzle Monthly #6: Disney Solitaire's Big Win, Playtika's Earn-Out Trap and Solitaire vs Puzzle

Disney Solitaire has established itself as a significant market success by successfully adapting modern puzzle-game mechanics to the solitaire genre.

  • Disney Solitaire has successfully modernized the solitaire genre by adopting high-frequency live-ops, gacha mechanics, and progression systems similar to top-tier match-three titles like Royal Match.
  • Playtika is currently restricting user acquisition spending due to significant debt obligations and the financial pressure of a substantial earn-out agreement with developer SuperPlay.
  • Solitaire games are shifting away from traditional, ad-reliant revenue models toward social casino economies and complex meta-layers to improve unit economics.
Deconstructor of FunSep 2026

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